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Christmas is next week, but the presents are early on us this year.

Presenting: AO 2.0b10 test 1
- Reverb enabled for PSF2s
- Greatly improved stability and compatibility for PSF2s:

* Most SquareSoft games now play, including Final Fantasies X-2, XI, XII, and Kingdom Hearts 1 and 2. FF X does not play and Front Mission 4 plays but has issues.
* Streamed rips play but not correctly - you'll get snippets of correct music but it doesn't sync up properly. (These include Fantasy Zone and the Ratchet and Clank 2 test rip thats floating around)
* Games that worked before should no longer have track cutout problems (BLACK/MATRIX II) or songs that don't work (Shadow Hearts). (Some Square tracks do still have cutout problems, I'm working on it).

The Mac version should be coming soon. Copy/paste these URLs if you get Googled, as per usual:

http://rbelmont.mameworld.info/ao20b10t1-w32.zip (Windows)
http://rbelmont.mameworld.info/ao20b10t1-w64.zip (Windows 64-bit)
http://rbelmont.mameworld.info/ao20b10t1-lnx32.tar.bz2 (Linux x86)
http://rbelmont.mameworld.info/ao20b10t1-lnx64.tar.bz2 (Linux x64)

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Great job getting that Square monstrosity to work. smile

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Apologies for the delay on the Mac version, there were several endian problems lurking in the code. "Airship" from FFXI just played flawlessly for 3:39 + the fadeout on my PowerMac G5, so if Richard's still awake there should be a Mac build soon.

Last edited by R. Belmont; 12/21/07 12:25 AM.
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Mac version here:

http://www.esatclear.ie/~bannister/ao20b10t1-mac.zip

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Those reporting bugs against the Mac version should specify whether they're using Intel or PowerPC. It appears there may be at least one more endian issue.

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I'm still using a PPC Mac, just as a note.


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BTW, I should have mentioned this up front, but the place to get PSFs and PSF2s is Lawrence Lin's mirror. Zophar's are waaay out of date.

Also, I'm working on a LinuxPPC binary for the PS3 - oddly there's some sort of endian issue in my GUI frontend (and not in the actual playback). Really smile

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Okay, I have some feedback on the Intel Mac version of AO.

First of all, cheers for the bug fixes. Shadow Hearts plays very nicely except for some strange noise at the beginning of each song. Interesting thing is that this noise seems to be even processed by the reverb engine laugh . The only tracks that don't show this are "110 - Army Mood", "213 - Sweet Pillows", "215 - Don't Cry My Vampire" and "231 - Result".

I didn't test much more, yet, but Final Fantasy XII seems to play fine.

Oh, and a few general notes about Audio Overlord itself:

I don't know how many people have already asked for this, but Audio Overload is not actually the best player in terms of usability. Some simple playlist functions like "Clear Playlist" or "Song Shuffle" in unison with automatic advancing after a track is finished would be nice additions to make AO the greatest game music player in the world.

Another feature I'd like to see in the Mac version would be hiding the player window when pressing the Close button instead of closing AO completely.

Last edited by F-3582; 12/21/07 06:41 PM.
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The latter is not going to happen. Press Command-H if you just want to hide the window.

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Question: Are you intrested in putting in Script700 Support? Here's a description of it: http://snesmusic.org/v2/wiki.php?iRequest=wiki/ViewPage&iPage=Script700

It is an addon to the SPC format that some players use to fix problems.

I believe this set uses Script700, as it came out first-note sticking:
http://snesmusic.org/v2/profile.php?profile=set&selected=14205


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I found a bug with the Clay Fighter set (found at http://snesmusic.org/v2/profile.php?profile=set&selected=566 ): The following tracks don't play:
-clay-01
-clay-03b

This occurred in the Mac version, BTW.

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FYI, those tracks play fine on latest Win32 version of AO.





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FYI: Groove On Fight is now fully tagged thanks to the 2CH guys. If anyone has a valid Romanization of the composer's name I'll add that too.

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Gong along with the same bug I mentioned a few posts up, the Bubsy 2 voice bytes (set found at SNESMusic) don't seem to play in the Mac version either.

If it helps for testing, I'm using a Mac Intel machine.

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Those tracks play fine on Linux too. They're very short - I wonder if that's somehow the problem.

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Turn off the precalculating volume levels option Slick...

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Thanks, that seems to have fixed it.

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Can anyone explain to me on why the PS2 Square games were not working previously, on a technical level? Is it because the games' music were a PITA to emulate?

But anyway, good job, Arbee.

Last edited by Washu-Chan; 01/06/08 03:53 AM.

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RB will probably elaborate on this but my understanding is that the driver uses some crazy multithreaded code that requires very precise emulation.

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There's a very minor bug in the "jump" button for the Windows 32-bit version. Only the number farthest to the left is inputed (12 becomes 1, 210 becomes 2, 91 becomes 9).

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Thanks Derf, fixed it, I'll post a new version soon.

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Here we go. Copy and paste the links if you get Googled. This fixes Derf's jump box error and adds the latest SSF support with FM as heard in Shinobi X, NiGHTS, and Assault Suits Leynos 2.

http://rbelmont.mameworld.info/ao20b10t2-w32.zip (Windows 32-bit)
http://rbelmont.mameworld.info/ao20b10t2-w64.zip (Windows 64-bit)
http://rbelmont.mameworld.info/ao20b10t2-lnx32.tar.bz2 (Linux x86)
http://rbelmont.mameworld.info/ao20b10t2-lnx64.tar.bz2 (Linux x64)

Last edited by R. Belmont; 01/13/08 02:11 AM. Reason: Added Linux
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For the record, because of Twisty's heavy-handedness and lack of foresight, nobody in Albany, NY served by Time Warner Cable can access any WIP pages hosted on mameworld.info, nor can anyone in the region download those files, we just get Googled - copy/pasted link or otherwise.

You may want to talk to Twisty aboubt that, but you risk getting banned, too.

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Originally Posted by R. Belmont
FYI: Groove On Fight is now fully tagged thanks to the 2CH guys. If anyone has a valid Romanization of the composer's name I'll add that too.

He appears to be Dencyu:
http://www.arcade-history.com/index.php?page=person&name=Dencyu

Dencyu then again is an alias of Toshikazu Tanaka according to GMCL.

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Great, thanks!

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Mmm, new DSF rips (on KS's page). Guess there are more DC games with sequenced music smile

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If the KID games are anything like the PS2 counterparts, they use sequenced music as well (and, well, Takeshi Abo does churn out good music regularly, so they'd warrant a look).

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Definitely looks like it. I managed to come up with a preliminary rip of Ever 17, but it suffers from similar problems that I encountered when trying to rip Skies of Arcadia and Segagaga a while back. Seems like the problems are related to sound command 0x87, which I don't know too much about at the moment.

Test track rip- http://h1.ripway.com/kingshriek/ever17_dsf_test.zip

Contents:
dsfmake.py - dsfmake script used to create rip
MANATEE.DRV - sound driver
EVER17_10.MLT - MLT file used to create rip
ever17_10a.dsf - w/ command 0x87,0x00,0x00,0x00,0x80
ever17_10b.dsf - w/ command 0x87,0x00,0x01,0x00,0x80

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I do wish Segagaga had come out in English. That would've been awesome.

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Sega produced many cult games that never arrived to western countries... rent-a-hero on MD was another title worth of a conversion!

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True. Of course, when they did ship cult games in western countries nobody bought them. It's a crime that we're still getting DDR sequels[1] but will probably never see another Space Channel 5.

[1] I'm not actually complaining, but they really need to just release a base version on 360/PS3 and make all the songs downloadables.

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Originally Posted by etabeta78
rent-a-hero on MD was another title worth of a conversion!

Speaking of which, kingshriek, want to have a look at the Dreamcast version of Rent-A-Hero?
All files are nicely nicely stored unpacked (matching *.mpb and *.msb, one *.fob file). The driver used looks like an earlier version (no version number, 1999.06.16 build date) so it won't probably work with Corlett's patch though...

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Saturn sequences were portable across driver versions, so it might be possible to use the magical one with R-A-H while we work out what the patches do.

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I've taken a look at the driver patch a bit more closely and it looks like the patch is necessary because the Manatee driver zeros out the sound command (0x12000) and area map (0x14000) regions on reset which obviously isn't desirable for DSF rips. The patch NOPs out the STR instructions that are involved in doing this.

Also, processing of sound command 0x87 begins at 0x81BC in MANATEE.DRV v2.50.04. The command appears to have two modes of operation, based on whether the first parameter (P1) is 0 or 1. On mode 0, a second parameter (P2) is used and can take on values from 0-7. Mode 1 uses two additional parameters, P3 & P4, which can take values from 0x80-0x8F (if bit 7 is 0, these are ignored).

Tests indicate P2 is a sound control paramater (like the Saturn driver, the Dreamcast one is set up to play from up to 8 sound sources concurrently). P3 appears to select an MPB (sample bank) that only seems to affect some voices (percussion usually from the examples I've seen). I haven't come across any data yet where P4 appears to do anything, but if I were to take a guess, I'd say that it probably selects a MDB (who knows) instead of an MPB as in the P3 case.

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How's that work, anyway? The ARM7 boots at 0 but manatee.drv doesn't have meaningful code until about 0x120 or so - does the SH4 side put boot and interrupt jumps at the right places depending on where the driver is in the area map or something?

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The exception vectors actually begin at 0x20 in manatee.drv (due to a 0x20 byte header).

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Ahh, yeah. So the header is stripped off when the driver's loaded then? Also interesting that the AICA's ARM7 doesn't have the "T" extension (no Thumb) - that would've potentially made the driver code smaller.

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This is just a minor logistic flaw in recording for the windows 32-bit version. To record a .nsf file, the play button must be pressed before any other buttons, starting the recording. Once any other button is pressed, the recording stops. This prevents a user from recording any other track but the first one in any file types that contain multiple songs. For example, I cannot record track number 6 of a The Legend of Zelda: Link's Awakening.

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The intended flow is that you start it playing, then set the record filename, then type in the track number - the recording should start when the track changes. That at least used to work, not that I've tried it lately smile

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[nevermind]

Last edited by Slick Mandela; 01/26/08 09:19 PM.
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Originally Posted by R. Belmont
The intended flow is that you start it playing, then set the record filename, then type in the track number - the recording should start when the track changes. That at least used to work, not that I've tried it lately smile
Unfortunately, you cannot set the record filename while the track is playing. This does not work in either 2.0b9 or 2.0b10.

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Originally Posted by Richard Bannister
Mac version here:

http://www.esatclear.ie/~bannister/ao20b10t1-mac.zip

I was hoping to give this a try, but it seems the link is dead.

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I just found a playback bug in Vagrant Story (PSF1):

A few samples always end in some "fut" noise. The best example is song "102a VKP Headquarters" where it is most noticeable in the strings playing in the beginning of the song.

Oh, and one more thing: It looks like it only opens one song of the Shadow Hearts Soundtrack "232 Black Cat Floating in Blue Sky".

I'm using the Intel Mac version, by the way.

EDIT: Whoops, well, the thing with only one song opening was apparently caused by having played a lot of songs songs from the Vagant Story Soundtrack before and clearing the playlist afterwards. Closing AO and restarting it made the entire Shadow Hearts OST play again.

EDIT #2: Hmm... looks like AO parses the song lengths of SPC incorrectly. At least the songs from Kirby's Dreamland 3 OST (from snes-music.org) are a few seconds too short. AO doesn't even show the song lengths, by the way.

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Turn off the pre-whatever on the Mac to get correct SPC lengths. They're sample-accurate on my PC versions.

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The Precalculate option plays five seconds of audio internally, then restarts the track. If you're getting errors in SPC length then odds are we're not handling the track restart command correctly.

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Maybe it is buggy for tracks shorter than five seconds (the "Kirby Lose" jingle, e.g., doesn't play at all).

Anyway, this seems to concern the Mac version, only. AO Linux plays them correctly - only the song length info is missing, as well. And the problems with Vagrant Story and Shadow Hearts exist on Linux, too.

By the way: I found another bug. This time it's a single Scream Tracker 3 file that makes AO (Linux) crash. The interesting thing is that I couldn't find a second one, yet. Anyway, the song I'm talking about is Carrotus.s3m (can be found here) from Jazz Jackrabbit 2.

EDIT: Found another one - Tubelec.s3m (same soundtrack) has some serious glitches (wrong pitch in the lead synth, strange noises...). And looking closer, it seems like every s3m song has these problems, some more, some less. Looks like the Scream Tracker 3 support is a little buggy.

By the way: Does AO support Impulse Tracker files? Because apparently the ones I tried don't work.

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IT is not supported. It never really took off as a classic demoscene format the way S3M/XM did, and it's much harder to support than other tracker formats. (If there was a 64-bit version of BASSMOD I'd strongly consider just linking against it to clear all the oddball PC formats, but there's not so I can't).

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How about Mikmod? Apparently that one is extremely portable and licensed under LGPL. Another option might be XMP which is probably one of the best command line players from my knowledge.

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As far as I know Mikmod's playback is relatively poor, and it's essentially unmaintained now.

ETA: XMP is indeed very good, but it's also GPL.

That said, I'm trying to think of any engines in the current AO that aren't either from public source or original by us and failing. Richard?

ETA2: There's one: GSF. But if we opened the source we could just use CaitSith2's reference source based on VBA.

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I'm not prepared to release under the GPL (sorry, RMS is an asshole) but I'd probably be okay with releasing under something like the MAME license. I need to think about that one for a few days.

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I wasn't suggesting any particular license, just trying to remember what all was left before we could open it up.

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Originally Posted by R. Belmont
IT is not supported. It never really took off as a classic demoscene format the way S3M/XM did

It's immensely more popular than S3M (8400 S3Ms on Modland vs 19600 ITs).
Most of the preMP3 netlabels did releases in XM/IT.

Originally Posted by R. Belmont
and it's much harder to support than other tracker formats.

I'll give you that. NNA and resonant filters are an horror to implement correctly. smile

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IT never took off for use *in demos* though, probably because the CPU time for playing them properly without a GUS started to get you into mp3/ogg territory :-)

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GSF is it AFAIK. And you're on the verge of replacing that anyway are you not?

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Yeah. I need to get verge-ier, but the replacement code does play some of the rips now :-)

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SPC plays 2 loops then fades, VGM plays 1 and stops - how can i edit these settings?

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SPC files actually don't have any loop data recognized by the player. They got time settings in their ID666 tags, because otherwise they'd play indefinitely. Same to any music format that's basically an executable. You can edit those tags with editing tools (search Zophar's).

VGMs, on the other hand (and any other tracked format), use loop points which AO should recognize. As far as I know you can't change those settings anywhere.

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Originally Posted by F-3582
SPC files actually don't have any loop data recognized by the player. They got time settings in their ID666 tags, because otherwise they'd play indefinitely. Same to any music format that's basically an executable. You can edit those tags with editing tools (search Zophar's).

VGMs, on the other hand (and any other tracked format), use loop points which AO should recognize. As far as I know you can't change those settings anywhere.
thanks, NSFs do play indefinitely smile

i'm making WAVs so imo 2 loops for VGM would be a better default if you can't change it yourself, because many tracks use separate intros before going into loop mode - which is a lot of hassle to edit out if you like your game music to play more than one loop.

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Are you on Windows? If yes, get in_vgm and use some Winamp WAV writing plugin for that job.

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Originally Posted by F-3582
Are you on Windows? If yes, get in_vgm and use some Winamp WAV writing plugin for that job.
i'm aware of that, unfortunately i don't have Windows anymore - i used to keep one for such occasions but it had the tendency to die out of blue all by itself, all the time, requiring formats & reinstalls more often of than i deemed worthy, so the last time few years back it wouldn't boot i decided to let the poor thing go sick

it seems AO doesn't let you start exporting WAVs from NSF files that are not the first track - "Jump to" does show you "L" but doesn't actually export anything and clicking "Next" while recording keeps "L" but stops the WAV frown

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I have Wine for such an occasion. I used to make it run Winamp for playing video game music (until AO came along with PSF2 support) and ITunes 6 for making AAC files.

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Originally Posted by F-3582
I have Wine for such an occasion. I used to make it run Winamp for playing video game music (until AO came along with PSF2 support) and ITunes 6 for making AAC files.
Wine & sound haven't worked together for me in the past... AO doesn't really seem to be made with regular music listening in mind, even apps that were, like Xmms & Audacious don't really look or work like Foobar2000 & Amarok.

soundKonverter is a nice app for making FLACs or whateva outta WAVs.

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Can one of you guys post a valid link for the MAC version of 'Audio Overload 2.0b10 Test 1' ?.. I get a 404 error via the link posted by Richard a few pages back (i.e. http://www.esatclear.ie/~bannister/ao20b10t1-mac.zip).

Thanks in advance.

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R
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That build is not currently available. RB, I think it's time we tried to cobble together an updated release...

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That would be swell.

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R
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It is, except I'm literally about to go on vacation for the next 10 days or so :-)

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R
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Anywhere nice?

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K
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Oh well... I look forward to whenever you guys release it.

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